thanks for taking a look. sorry if my map doesnt seem to appeal in your eyes. it may not the most standout among the other as well, but this is simply how i portrayed my map towards this song.TheToaphster wrote:
Alright here we go
Why do I feel the need to do this so bad
God I don't like thisExtremely long mod I'm serious tread carefullyOk so. First thing, I feel this map, in general, is extraordinarily boring. You mapped things in the safest, most boring possible way in many sections, outright ignore melody in favor of percussion that sometimes can't even be heard in comparison, its inconsistent within itself, tries too hard to be interesting (I'll probably rant about the SV usage in this when I go over this thing), and dumbs itself down in favor of playing easier. i'll be leaving that subjective impression to all who plays, and to all who favouriting. since every opinion varied, i wont say anything
Let's look at some examples of some of these things I just listed
Let's start with consistency
00:01:997 - you ignored this sound and 00:09:909 - while paying attention to the sound at 00:04:964 - and 00:08:591 - (inconsistent within itself, this is extremely minor though) what sound? if there's anything i can hear of is only an echo of the first piano sound. that is almost barely noticeable. The fact that even none of the modder here even mentioned that, this is already explaining that those two point are worthless to be mapped. do note i'm only focusing to the prominent, hearable piano
00:11:228 - Not a double while literally two notes later theres a double on the same sound. - 00:05:294 (5294|3) - look here. same with this
I probably won't mention any more stuff in this slow intro thing. It needs work
00:19:057 (19057|1) - Why is this mapped? To make it flow better? Cuz theres no sound there hihat (not the hitsound. its actually exist)
00:19:469 (19469|1,19469|0,19469|3) - no discernable difference between this and 00:19:799 (19799|2,19799|0,19799|3) - despite being noticeably different sounds how can you tell its "noticeably" different?
00:23:013 (23013|0) - Same as before ^. kinda funny actually, you only mentioned the specific part despite almost all the similar synths have relatively same volume
00:23:425 (23425|1,23425|0,23425|3) - see above in relation to 00:23:755 (23755|2,23755|1,23755|3) - ^
00:25:486 - So you decided to not map this note despite doing it before? if you meant this - 00:21:530 (21530|1) - , its intentional because i did the structure quite different, and so the player could handle these properly.
Not mentioning any more consistency issues for that section. Please look over this. Also those LNs feel awkward to me being used in that way. This method of using long notes will eventually lead me to another point I'll be bringing up later which mostly has to do with you arbitrarily switching between mapping using lns and mapping without using lns.
00:31:420 (31420|2,31502|1,31585|3) - I don't see a point in deviating from the already established trill thing you were doing, which legitimately made sense and was somewhat interesting there's 3 triple (or "hands" if you more comfortable with that term) in-between these transition. okay maybe i still could do the trill but it will be unecessarily heavy with 3 stacks happend in two columns at the same time
00:32:986 (32986|2,32986|1,32986|3,33151|3,33151|2,33151|0) - Why did you make these two different hands. Why not make them both [234] hands. They are literally the same exact sound and have no reason being different. 2nd hands act as an opening to the next section. particularly that works too but i feel the concept is better be like this
00:40:898 (40898|2,40898|1,40898|3,41227|1,41227|3,41227|2) - Not really an inconsistency mod but why are these not extended to be full 1/2 lns. There is no sound here that doesn't end on the 1/2 note tick cymbals sounds slightly longer here. you can notice it more clearly at 25% but generally you should be easily heard it when playing
00:45:760 (45760|1) - This is a ghost note 100% sure this is a piano
Ok I'm, going to take a break from this inconsistency stuff for a second.
Are you actually serious?????
What even is this?
1) There is no discernable difference between the heavier percussion sounds and the main melody (which seems to be something you entirely focused on for everything before this section)
2) This is actually the most boring and simple choice you could have made for this section, and may actually be the most boring part of the map
3) It initially implies that 3-note jump jacks will be the focus of the section and then deviates from that.
4) 3-note jacks are actually what make the most sense here
5) This section is way dumbed down presumably because jAcKs ArE HaRd
6) The SVs are actually worthless and seems like they were used solely because you realized this section was boring and wanted to "spice it up"
This literally follows all but one of my general complaints about the map.
........and then what? looks like you didnt have anything against these in general since you dont even provide solution (and probably i wont even accept because i can imagine how cluttered it will be if i do adding another note to make it hands for the claps)
Back to general mods/inconsistency stuff
00:57:711 (57711|3,58205|0,58700|2) - hold on you can't be serious. This is literally not an audible sound. So you made it so the hitsounds were the only thing that these notes were mapped to. That is ridiculous. Its almost like you wanted to attempt a hitsound job like imperishable night but only for 3 notes. Why??? are you really serious lol. i cant even say anything, (and hey, 2 QAT already coming here and not even both of them mentioned this is being inaudible or anything of sort.) this is 100% hearable i assure you. and thats about it. Go over youtube then head over the video of this song in Lanota, the official chart also map this part. and so does this one.
01:08:260 (68260|3,68260|2,68260|0,68754|0,68754|1,69249|1,69249|2) - Both notes being held at a given time change pitch for each one and have eqaully emphatic percussion hits attached, so there isn't much of a reason to connect the LNs like this as opposed to making them all separate LN hand things there isnt much but one: 2 LNs are to cover a relatively loud-long-noises happen here. tbf only using one LN kinda lost its feel to me
01:15:513 - I don't know why but I highly dislike this choice here. It ust feels a bit weird idk
01:16:172 (76172|3,76172|0,76667|2,76667|1,77161|2,77161|0) - Noticeable weaker synth and percussion, mapped exactly the same only pitch are changing. nothing sounds weaker or stronger. they are equal
01:33:809 (93809|1) - This ln should start at 01:33:645 - its noticeably louder there (and probably a bit arbitrary if i do that since everything here is 1/2)
01:29:359 -
Ok I'm gonna go back to right here, where this section starts.
I don't know if mapping every 1/2 note is necessary. There are much more noticeable sounds that you seem to ignore (since you seem to be going for the melody + claps + kicks), namely the bass hit or whatever you want to call it. Plus there really isn't much of a discernable sound on every 1/2 beat that justifies this kind of mapping.
01:39:908 - HERE However, there is an extremely noticeable and loud percussion sound happening every 1/4 beat. This section should be noticeably different in terms of density/structure/patterning so that a transition through the obviously increasing intensity of the song can be seen and felt by players I strongly disagree with "loud percussion happening every 1/4 beat". apparently the 1/4 is only happening every time 1/2 beat is done, but thats just synth. the percussion will be probably at - 01:43:123 - and - 01:44:441 - here only. but i dont really want since it'lll break the overall concept i want to build here. like, the concept is goes on 1/2 from - 01:39:908 -, then goes 1/4 with the jtrill, then 1/8 with the Jstream
01:49:139 - So I don't really like this but i guess its not necessarily bad. It doesn't go against any ideas or anything, so w/e. Theres something tipping me off a bit though, w/e
01:53:095 - Alright here comes more boring stuff.
Why
Like
Honestly
Why
This, in no way, has any understandable reasoning for being extremely basic jumpstream/handstream. Especially since the rest of the chart is literally the same way. I can understand that doing other stuff with rice patterns would likely cause a ruckus with "ghost note" arguments or whatever but like, c'mon. It doesn't increase the difficulty of anything outside of some basically neglidgeable SVs that are literally only mapped to the large percussion kicks and the transition sounds. It takes arguably the most intense part of the song (which also highly deviates from the rest of the song) and makes it change nothing about what has already been presented to us.
Might I also add that, because of the nature of the types of SVs you are trying to use here, the section flows incredibly poorly, with the drum kicks serving only as interruptions to a part where they are really cohesive with the general tone of the section of music.
The way I personally would fix it is to make it so that instead of trying too hard to normalize the separation of the notes to a 1x scroll speed, just weaken the jump and then keep it going (what i mean is that you'd start with a weakened SV for the jump, say 1.25x or something or whatever works, and immediately follow it with a 1x so that it doesnt "stop" the scrolling and merely causes the notes to jump forward as a result of an extremely intense sound, which ultimately allows for the song to flow much better and even poses a challenge to players)
and what do you even want me to do? make it harder, while the song doesnt really provide me with instrument anymore than this? yeah probably its just the usual handstream/jumpstream (and trill) like before, but then thats why the SV come into play to make it intense. with those SVs you are forced to play more accurately due to the nature of SVs. Players could probably feel the intensity because of SVs although with relatively simple patterning stuff (and the "stop" is okay imo. it doesnt faking the length, so most players will naturally hit the continuous 1/4 with ease)
I won't mention any more about the whole boring aspect of this section or same-y nature of it, but will focus now on other stuff thats really weird.
02:02:326 - So some of these LNs don't really fit with the sound of the synth. Specifically, 02:02:491 (122491|3,122573|1,122738|3,122820|1,122985|2) - These 5 seem to be mapped to literally nothing heard at 100%, the buzz synth(?) pitch change for a moment and those LNs is to cover that
02:08:919 (128919|3) - Shouldn't this LN be twice as long i think that will be too cluttered since i'm also mapping kick 1/2 after
02:11:557 - See, to me here, the synth really only deserves 1 LN representing it, whereas you could probably make the second one extended to help represent the background woosh thing. 02:12:051 - Like here, you have the woosh also mapped I would presume, though two of the LNs should be extended to represent this more clearly. probably, but i dont see anything thats "too wrong" in my current pattern
02:13:864 (133864|0,133947|0,134029|2,134112|2) - Why are these minijacks? They don't deviate at all from the 4 notes right before it from my perspective Jtrill doesnt seem to fit with the song situation. each jacks also mimicking the pitch and why am i making it jacks is to mimick the percussion. trill could works too but i think jacks is more fitting
02:15:183 - Shouldn't be a double
02:16:172 - Shouldn't be a double
02:19:963 (139963|1,139963|0,140128|0,140128|1) - Shouldn't be doubles?
02:20:458 (140458|3,140458|2,140623|2,140623|3) - Same?
Same for the patterns right after it too why? they are all obvious, loud drums
02:23:919 (143919|0,144002|1,144084|2,144167|0,144167|3,144249|1,144331|2,144414|3) - What was the logic behind this pattern? There is nothing supporting it, in fact, the synth only sounds on every 1/2 beat, not every 1/4th beat, so some of the LNs before it are also representing essentially nothing gradual pitch change. there's a slightly pitch change every 1/4 there.
02:24:743 - sag hjsrklgb hjkedr;gke God I'm overreacting to this but it feels so weird to just completely ignore the extremely loud synth in favor of only mapping the percussion. Like honestly. I understand that there technically isn't anything wrong for the kiai but its another case of it feeling so same-y compared to the beginning of the chart despite making noticeably intensity and melody changes.
02:28:452 (148452|1) - Oh is this you trying to map the synth too??? This might just be you accidentally putting a ghost note in but if you want to seem like you are mapping the synth layer it with the percussion that you wanted it to map too at the lease instead of only placing notes that correspond to the synth when literally nothing else is there. if anyhting, thats not synths. its melody. all the synths is already mapped and could be recognized in where i put that loud hihat noises in HS
02:25:650 (145650|2) - Speaking of ghost notes I'm heading back a few seconds because this is definitely one regardless of whether you were trying to map the synth or not. This goes for every time there is one of those jump to hand things ^
02:44:689 - Ok if anything I'm almost certain these should be 1/3 LNs the wubs? .....thats not straight 1/3, nor that the wubs has a distinct start place to be heard. so i'm goes with simplifying to 1/4 secondary synths for the sake of gameplay
02:45:842 - Wait what. WHY. Stop trying to make your maps more varied for the sake of having variation. It's LITERALLY THE SAME SOUND. There is no justifiable reason for why you would randomly change the entire structure of the kiai halfway through, other than the fact that the drums (and possibly also the synth) most notably get louder in the second half. Why would you put more emphasis on a completely new sound in the map despite the emphasis relative to the other sound (ie the drums emphasis in comparison to the synth) stays the same? If anything the map should just get denser in general while following the same concept you had developed just prior to it. This is the most effective way to handle something like this, as opposed to changing the entire concept. Not to mention that this second half of the kiai doesn't even stay consistent with mapping the synth sounds to LNs so I don't even know what to say (eg 02:48:974 (168974|3,169057|0,169139|3,169221|0,169304|3,169304|1) - none of these notes having any LN relevancy)
so apparently you saying that i should make the 2nd kiai the same as 1st but denser? you literally just complaining about being "boring" yet suggesting more boring stuff.
No one stop you to try a new concept for every. section. alone.
03:01:667 - Not sure why there are 1/4 notes placed between all the jumps tbh, since there isn't a noticeable sound there synths
03:04:963 - Not a hand????? too cramped. with all the 1/4 happening
03:06:117 (186117|2) - This note definitely shouldn't exist pointless awkward break. there's also synths. and its LNs to keep consistency
03:05:787 - Also not sure why you made these all LN shields. Kind of deviates from anything else you do in the map, so it just feels random
God ok I'm done with Ultimate.
I feel like I've said enough for one diff that it should be obvious some amount of discussion should be put forward. I hear so much about how the ranked section is complete garbage, and the fact that maps like this have the capability of making it through while having so many noticeable problems on a single difficulty just blows my mind. I didn't even explain that much about why I don't like 90% of the SVs put in this map. I said some basic general stuff in a couple of mods but I did not even finish what I wanted to say about them. My main point for that likely being related to my hatred of SVs for the sake of SVs, but w/e.
I heard it too, but with our current condition right now, not so much we can do. Not everyone is capable to replicate edgy-styled-maps, heavy SVs or anything like that (nor the song is not oftenly have something to support that). things that got popular, is the things that will get the attention the most and eventually become the example of the future maps. its just how community works. Be the change you want by ranking more of your maps so it can be an example later. maybe i'm not the one but hopefully, eventually it will be.
Not every maps could satisfy the whole community. there's always the one who simply dont like it.
your points seems to be heavily biased, and sometime you trying to alternate the concept that mappers did (already a violation to CoC itself). I guess my POV and yours is different towards the song, which is okay but if you start to force your POV to the mapper, thats where you wrong. your words of choice clearly saying that.
Also, I am really sorry Rivals, if this comes off as aggressive or targeting of you or something, I'm not trying to pinpoint you specifically, its just that I am planning to start doing this to any qualified map that I feel it to be necessary on (which will likely be a lot), and you ended up being the unlucky recipient of my first tear-down.
Also side-note. If anyone reads this and starts pointing at me as some evil modder who hates everything, please know that it is not important to me that you like me as a modder or w/e. I will keep an open mind to things but I will not hesitate to pull you down to fix notable flaws.
Please can we start getting discussions going with how to improve the ranked section, because I would really rather not hear 800 complaints a day about the fact that the system used to hyperadvertise the highest quality beatmaps is full of extremely sub-par or even awful maps.
Thank you
PS sorry if there something wrong with my english :d